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3D Game Development with Microsoft Silverlight 3: Beginner's Guide Table Of Contents

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3D Game Development with Microsoft Silverlight 3: Beginner's Guide Table Of Contents
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Table of Contents

Preface
Chapter 1: Lights, Camera, and Action!
Chapter 2: Working with 2D Characters
Chapter 3: Combining Sprites with Backgrounds
Chapter 4: Working with 3D Characters
Chapter 5: Controlling the Cameras: Giving Life to Lights and Actions
Chapter 6: Controlling Input Devices to Provide Great Feedback
Chapter 7: Using Effects and Textures to Amaze
Chapter 8: Animating 3D Characters
Chapter 9: Adding Realistic Motions Using a Physics Engine
Chapter 10: Applying Artificial Intelligence
Chapter 11: Applying Special Effects
Chapter 12: Controlling Statistics and Scoring
Chapter 13: Adding Environments and Scenarios
Chapter 14: Adding Sound, Music, and Video
Appendix: Pop Quiz Answers
Index
  • Chapter 1: Lights, Camera, and Action!
    • UFOs in the sky!: Invaders
      • Time for action – preparing the development environment
      • Time for action – recognizing digital art assets
      • Time for action – creating the raster digital content
      • Digital Content Creation tools
      • Basic elements of a 2D and/or 3D real-time game
      • Programming responsibilities
      • Time for action – installing tools to manipulate scalable digital content
      • XAML works fine with Silverlight 3
      • Time for action – creating the scalable digital content in XAML
      • Previewing and scaling XAML vector graphics
      • Time for action – testing the scalable digital content using XamlPad
      • Editing vector illustrations using Expression Design
    • Preparing a gaming framework
      • Time for action – creating Silverlight applications
      • Time for action – building and running Silverlight applications
      • Programming event handlers in the main page
      • Time for action – creating XBAP WPF applications
      • Time for action – building and running the XBAP WPF applications
    • Summary
    • Chapter 2: Working with 2D Characters
      • Creating an accelerated graphics viewport
        • Time for action – enabling hardware acceleration
        • Time for action – transforming media using the GPU
        • Caching rendered content
        • Scaling and rotating a vector-based illustration
        • Time for action – shaking many illustrations at the same time
        • Running loops faster
        • Accelerating transforms and blends
        • Using 2D vectors
        • Time for action – detecting GPU-acceleration problems
        • Understanding GPU acceleration limitations
      • Creating encapsulated object-oriented characters
        • Time for action – creating User Control classes to hold images
        • Time for action – displaying images and sprites
        • Showing a sprite on the screen
        • Defining the behavior
        • Understanding dimensions
        • Managing resolutions
        • Screen resolutions
      • Summary
      • Chapter 3: Combining Sprites with Backgrounds
        • The first remake assignment
          • Time for action – creating sprites based on XAML vector-based graphics
          • Defining the relative center point
          • Time for action – creating a specialized sprite management class
          • Taking full advantage of object-oriented capabilities
          • Preparing the classes for inheritance
          • Wrapping a UserControl to manage it
          • Time for action – creating a superclass for some characters
          • Time for action – creating the subclasses for the characters
          • Time for action – creating methods for the game loop
          • Creating objects on the fly
          • Managing dynamic objects
          • Time for action – writing the game loop
          • Animating multiple sprites
          • Managing a complex game loop
          • Time for action – detecting collisions between 2D characters
          • Using colors to paint sprites
        • Summary
        • Chapter 4: Working with 3D Characters
          • The second remake assignment
            • Time for Action – exporting a 3D model without considering textures
            • XAML 3D models
            • Time for action – from DCC tools to WPF
            • XBAP WPF applications with 3D content
            • Time for action – displaying a 3D model in a 2D screen with WPF
            • Understanding the 3D world
            • X, Y, and Z in practice
            • GPU 3D acceleration
            • Understanding meshes
            • Time for action – using other XAML exporter for DCC tools
            • Time for action – adding 3D elements and interacting with them using Expression Blend
            • Interacting with 3D elements using Expression Blend
          • Silverlight and the 3D world
            • Time for action – exporting a 3D model to ASE
            • Time for action – installing Balder 3D engine
            • Time for action – from DCC tools to Silverlight
            • Displaying a 3D model in a 2D screen with Silverlight
            • Using 3D vectors
          • Summary
          • Chapter 5: Controlling the Cameras: Giving Life to Lights and Actions
            • Understanding 3D cameras
              • Time for action – when seeing is believing
              • Controlling the position, the direction, and the up vector
              • Time for action – performing transformations
              • Defining and applying transformations
              • Time for action – zooming in and out
              • Controlling the perspective field of view
              • Controlling the clipping planes
              • Time for action – understanding perspective and orthographic cameras
            • Silverlight and the cameras
              • Time for action – controlling cameras on the fly
              • Understanding cameras related to matrixes
            • Summary
            • Chapter 6: Controlling Input Devices to Provide Great Feedback
              • Giving life to the game!
                • Time for action – creating a keyboard manager class
                • Using the keyboard
                • Time for action – programming the input control in the game loop
                • Time for action – mapping a gamepad to the keyboard
                • Understanding the gamepad as an input device
                • Time for action – using the gamepad
                • Time for action – creating a mouse manager class
                • Using the mouse
                • Time for action – using the mouse manager in the game loop
                • Time for action – using the gamepad as a mouse
                • Time for action – rotating cameras using input devices
              • Bridging with DirectInput capabilities
                • Time for action – installing the necessary SDKs
                • Considering deployment's additional requirements
                • Time for action – understanding sticks and buttons
                • Understanding the steering wheel as an input device
                • Time for action – testing the input devices with a DirectInput wrapper
                • Understanding the analog axis for a steering wheel
                • Understanding the analog axis for a gamepad
                • Time for action – adapting a joystick manager class
                • Time for action – using the steering wheel in the game loop
                • Using the joystick manager
                • Working with many input devices
                • Using other input devices
              • Summary
              • Chapter 7: Using Effects and Textures to Amaze
                • Dressing characters using textures
                  • Time for action – adding textures in DCC tools
                  • Time for action – exporting 3D models from DCC tools to Silverlight
                  • Displaying a 3D model using textures in a 2D screen with Silverlight
                  • Time for action – enveloping 3D models
                  • Understanding textures
                  • Repeating textures as tiles
                  • Time for action – replacing textures
                • Displaying lights, shadows, materials, and textures
                  • Time for action – working with lights and understanding shadows
                  • Understanding different kinds of lights
                • Summary
                • Chapter 8: Animating 3D Characters
                  • Invaders 3D
                    • Time for action – adding a UFO
                    • Time for action – creating a new game superclass to generalize time management capabilities
                    • Time for action – specializing a game superclass
                    • Time for action – creating a subclass for a 3D character
                    • Using an Actor to represent a 3D character
                    • Time for action – adding an Actor to the game
                    • Moving 3D characters as Actors
                    • Time for action – rotating 3D characters
                    • Using the World matrix in order to perform transformations to meshes
                    • Performing compound transformations
                    • Time for action – scaling 3D characters
                    • Using the World matrix in order to scale meshes
                  • Using bones and skeletons
                    • Time for action – animating models with skeletons and bones
                    • Using skeletons and bones
                    • Time for action – adding an Actor with skeletons and bones to the game
                    • Understanding complex 3D animation techniques
                  • Summary
                  • Chapter 9: Adding Realistic Motions Using a Physics Engine
                    • Using physical principles in games to beat invaders
                      • Time for action – installing Farseer Physics Engine
                      • Time for action – adding parallel physics bodies and geometries to 3D characters
                      • Creating bodies
                      • Creating geometries
                      • Updating a 3D model according to the associated body's properties
                      • Time for action – working with forces, impulses, acceleration, and speed
                      • Specifying the gravitational force
                      • Applying forces
                      • Applying impulses
                      • Working with a 2D physics simulator in the game loop
                      • Time for action – working with torques and rotations
                      • Applying torques
                      • Translating 2D physics to a 3D world
                      • Working with Farseer Physics Engine in XBAP WPF applications
                    • Summary
                    • Chapter 10: Applying Artificial Intelligence
                      • Detecting collisions between 3D characters
                        • Time for action – adding a second UFO
                        • Time for action – detecting collisions between 3D characters
                        • Working with advanced responses to collisions
                        • Controlling collision moments using events
                        • Working with collision categories
                        • Using engines to improve collision detection precision
                      • Using artificial intelligence in games to control 3D characters
                        • Time for action – using chasing algorithms
                        • Working with states for the characters
                        • Pursuing an enemy
                        • Generating and controlling random situations
                        • Time for action – using evasion algorithms
                        • Evading an enemy
                        • The advantages of using an AI engine
                      • Summary
                      • Chapter 11: Applying Special Effects
                        • Working with 3D characters in the background
                          • Time for action – adding a transition to start the game
                          • Time for action – creating a low polygon count meteor model
                          • Time for action – from 3D Studio Max to Silverlight
                          • Time for action – creating a subclass for a 3D meteor
                          • Time for action – creating and controlling a meteor rain
                          • Advantages of using multiple physics engines
                          • Time for action – simulating fluids with movement
                          • Simulating waves
                          • Time for action – creating a subclass for a complex asteroid belt
                          • Using an Actor to represent a wave in the background
                          • Time for action – adding an asteroid belt background to the game
                          • Working with encapsulated physics controllers
                        • Summary
                        • Chapter 12: Controlling Statistics and Scoring
                          • Showing gauges and scorecards
                            • Time for action – using special fonts
                            • Embedding fonts in the project
                            • Time for action – creating a score gauge showing text
                            • Using Expression Blend to create 2D gauges
                            • Time for action – showing a score gauge
                            • Calculating, saving, and showing statistics
                            • Time for action – creating a bonus gauge showing text
                            • Time for action – creating a fuel gauge
                            • Time for action – creating a remaining lives gauge
                            • Using a panel to show many aligned user controls
                            • Time for action – showing and updating multiple gauges
                            • Working with multiple gauges
                          • Summary
                          • Chapter 13: Adding Environments and Scenarios
                            • Working with levels and stages
                              • Time for action – installing Windows Presentation Foundation
                              • Pixel Shader Effects Library
                              • Time for action – adding screens to organize the game
                              • Time for action – applying transition effects
                              • Rendering a WriteableBitmap and using it as an ImageBrush
                              • Creating a StoryBoard
                              • Working with a StoryBoard to animate an effect
                              • Time for action – changing the transition effect
                              • Exploring transition effects
                              • Working with multiple transition effects
                              • Time for action – using skill levels
                              • Time for action – changing and improving the environments according to the skill level
                              • Retrieving values for parameters using LINQ to XML
                              • Time for action – saving configurations
                            • Summary
                            • Chapter 14: Adding Sound, Music, and Video
                              • Hear the UFOs coming
                                • Time for action – installing tools to manipulate videos
                                • Time for action – preparing a video to use it in Silverlight
                                • Video formats supported in Silverlight 3
                                • Using free applications to convert video formats
                                • Time for action – reproducing videos
                                • Locating videos in a related web site
                                • Stretching videos
                                • Taking advantage of GPU acceleration to scale videos
                                • Time for action – applying projections
                                • Time for action – animating projections
                                • Working with a StoryBoard in XAML to animate a projection
                                • Time for action – solving navigation problems
                                • Time for action – reproducing music
                                • Time for action – preparing audio files to use them in Silverlight
                                • Audio formats supported in Silverlight 3
                                • Using free applications to convert audio formats
                                • Time for action – creating a class to handle audio concurrency
                                • Using a round robin algorithm to work with concurrent sounds
                                • Time for action – generating sounds associated to game events
                              • Summary
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